DarkElf Player Model for Heretic II, 9/25/99
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CREDITS:
Mesh design by Gabriel DraX and Raven Software
Skin design by Gabriel DraX, Gwynhala, and Raven Software
Animation by Gwynhala and Raven Software

DESCRIPTION:
The DarkElf player model is Corvus with a new head. The DarkElf head includes a hood
and a new face. You can use standard Corvus skins on DarkElf, or you can use the two
custom-made skins enclosed in this archive (Heretic and Classic).

INSTALLATION:
Unzip everything in this archive to a new folder in your Heretic II folder. The new
folder should be named base\players\darkelf.

USE:
To use DarkElf in a multi-player game, both you and the server must have the DarkElf
model and the skin you want to use. To select the DarkElf model with the provided
Heretic skin, go to the console (use the ~ key), and type:
    skin darkelf/heretic

ABOUT THE CLASSIC SKIN:
Gwynhala based the Classic skin on the picture of Corvus, in a hooded cloak, that
appears on the splash screen of Heretic SE (the shareware version of the original
Heretic game).

ABOUT THE HERETIC SKIN
Gabriel DraX created the Heretic skin for DarkElf out of his mind.

MODEL-TECH:
DarkElf was created using fm2obj.exe to export the mesh of the Breathe1 animation frame
of the Corvus player model. The head portion of the mesh was edited using Lightwave,
being careful not to add any new vertices or triangles. Editing in this way allows the
new model can use the same texture mapping, rendering, and skeletal databases as Corvus.
The modified head was then isolated and its vertex coordinates converted to a set of C
language data structures. The data structures were then incorporated into h2mocap.exe,
Gwynhala's motion capture program. h2mocap.exe was configured to read the entire Corvus
model (tris.fm) into memory and capture the position and rotation of Corvus' head in
every frame of animation. The h2mocap.exe program then applies the same position and
rotation values to all the coordinates of the new head. Once the new head is rotated,
it is written to memory in the same memory locations occupied by the old head; this
replaces the old head with the new one, frame by frame. After all frames have been
processed by h2mocap.exe, it writes the modified memory image of TRIS.FM out as a new
TRIS.FM file, and the model is complete. The new skins are then made using the same
techniques as Corvus skins (a paint program, QMView, MipMaker, QData, etc.)
